Showing posts with label DD1000 - Historical Context. Show all posts
Showing posts with label DD1000 - Historical Context. Show all posts

Creating a Timeline of Social Board Games: Trivial Pursuit

The pieces. Arguably the most recognizable aspect of the game.
The famous game of trivia. Another highly famous part of the game is the pieces that are used. The iconic coloured Pie Slices can be recognized almost instantly by many people across the world.the coloured pieces represent the question categories that the players must know trivia in. Answering questions gives the corresponding piece which slots into the yellow cylinder base piece. The first player to fill the base piece with all of the colours and moves to the centre of the board wins.

The board has spaces the same colours as the pieces and landing on one whil mean that aquestion of that catagory will be asked to the player. Players move by rolling  dice. There is also a 7th colour, Grey, which results the player rolling again when landed upon. 

Here is the board, the palyers must complete their Base Piece with all 6 colours before they can travel to the centre and win.

Board Image Source:
http://www.canadiandesignresource.ca/officialgallery/wp-content/uploads/2006/05/trivialpursuitimage1.jpg

Pieces Image Source: http://upload.wikimedia.org/wikipedia/commons/thumb/7/77/Trivialpursuit_Token.jpg/220px-Trivialpursuit_Token.jpg

Creating a Timeline of Social Board Games: Ticket to Ride

Here is the board from a British version of the game

Interestingly, i heard about this game from Xbox Live Arcade. I didn't know it was a board game until it was shown during a lecture in introduction to games design. the game is basically a game about creating train routes. It's surprisingly fun due to the colourful visuals and inclusion of real world locations.

Players must collect coloured cards which can be used to create routes. Cards are drawn at random so players don't know what colours they get. Players gets points based on the length of railways and if the player can complete the destination tickets they get by connecting to very distant cities.

During  a turn the player can either draw train cards (the coloured cards needed to create a route), create a route or draw more destination tickets.

This game is social more between friends who have an interest in trains. Arguments may arise as one player may seem lucky and get all of one colour cards, meaning they can easily build the longest routes.


Here is a link to where I got information from: http://www.daysofwonder.com/tickettoride/en/content/overview/?game=us

Image: http://users.ecs.soton.ac.uk/dem/personal/t2r/tunnelsbridges/tnb-entireukmap.jpg

Creating a Timeline of Social Board Games: Pictionary

Pictionary is like charades, a classic game where players must act out words for other people to guess. Usually based on pop culture. The difference with Pictionary is that players must draw the object and show it instead. Players have a minute to draw the object. The player who is drawing draws a card from a deck to receive the object they must draw. Other players must guess the object for the player to be successful in drawing. Friends have fun trying to guess what drawings are. Arguments and discussions arise from whether the cat someone drew looks more like a horse and other fun topics. Friends can talk long after the game as it shows peoples true drawing skill. It influenced the game Draw Something, found on smartphones. the game is essentially the same but is played over the internet and has no board. It lacks most of the social aspect as you have no real contact with the people you play with. They are in your facebook friends list, but you can't actually see them through the game. There is also a board game. It's not that different to Pictionary, also made by Zynga. A company known for not really coming up with new or unique ideas.

Source: http://miad.utrechtblog.com/wp-content/blogs.dir/43/files//2011/09/pictionary-13640.jpg

Creating a Timeline of Social Board Games: Primordial Soup

Primordial Soup is an interesting game from 1997. It is based off of the Primordial Soup theory that all life on earth formed from a single source or a 'soup' of carbon which was influenced by various chemicals to create life. Each player gets coloured pieces and the main goal of the game to evolve the player's starting amoeba  Players take phases to turns. The first is to feed the amoeba by moving it in the direction with the current direction card, by the number of spaces printed on the amoeba. After moving the eats one of the coloured cubes not of the same colour as the player then must add two cubes of the players colour as excretion. over turns, players evolve by creating new genes or creating mutating old ones. The goal of the players is to be the longest to survive.

Here is a review of the game: http://www.rpg.net/reviews/archive/11/11109.phtml I got images from there too.

Creating a Timeline of Social Board Games: Carcassonne

This is a game I played during time at university. It is a fun game played by up to 5 players. Each player gets a different set of coloured pieces that are shaped like people. The goal of the game is to gain points and travel furthest on the board. The players move based on points gained by placing tiles on the table and creating places like roads, castles, forts and farms. Players can take these places when they build them by placing one of their pieces on that place. The piece can be removed when the area object has been completed. For example, if the players create a fully complete castle, the players involved in it's creation gain the points for the castle. A new player can contribute to building and gain a share of the points for completing the building. At the end, the player who has built the most and gained the most points wins. The larger a building, the more points that are gained.

Players will usually act friendly to try and get large structures as others help build, making them as large as possible. Or they could be cold and get angry if any other person tries to take any points from their structures.

Here is what the finished game could look like.The brown areas are castles and the white areas are roads. Players would place pieces on places they own until they are finished.
Source: http://norvig.com/carcassonne.jpg


Creating a Timeline of Social board Games: Yahtzee

Yahtzee is a popular game from 1956. A game that uses 5 dice, a cup and a complicated scoring system. It can be played alone but like many games is better with friends. I never really understood how scoring worked in Yahtzee so I would play a metagame where rolling higher numbers than your friends mean you won, or rolling a Yahtzee (all 5 dice are the same) would create an uproar of excitement due to how rare it was. It was also exciting to get multiples of the same number. This was similar in style to a minigame in New Super Mario Bros. on the DS. There was a card game which put the player against Luigi. Whoever had the better hand won. Often it was down to had the most cards of the same type. A full house would be like a Yahtzee where all of the cards in the hand would be the same.
Source: http://ecx.images-amazon.com/images/I/51O89reUcuL._SY300_.jpg

Source: http://gamingmemoirs.co.uk/wp-content/uploads/2012/07/Poker-Luigi-New-Super-Mario-Bros.png
I still don't really understand the rules, but someone has tried to explain it here: http://grail.sourceforge.net/demo/yahtzee/rules.html

Creating a Timeline of Social Board Games: KerPlunk

Name: Kerplunk

Rules:
This game has players taking turns to pull sticks out from the central column. The player that makes the marbles resting on the sticks fall by removing an ill placed stick. This game is very skill based.

Social Aspects:
 Kerplunk encourages talk between players as often arguments will arise as to which sticks will cause the marbles to fall. One player may believe that a stick will be safe to remove but another player will smile knowing that they will in fact fall. Then an argument as to who is right will ensue.


Source: http://smythstoys.static.s3-website-eu-west-1.amazonaws.com/product_images/100152_L.jpg

Timeline of Social Board Games: General Presentation

I've been Talking with Nigel and the overall presentation will be a poster. The design of the poster will be like some kind of bard game, similar in style to the game of life in design. Every so often on the board there will be a year and a physical game created in that year. Background information will be on separate sheets to discuss. For digital games there will be off shoots on the board with plug sockets. These are connected to TVs which house the digital game name and Years.

I might make a power point with images of the games, to display more information while saving space on the actual poster presentation. I'll see what Nigel thinks about that.

Social Board Games: Scrabble

Name: Scrabble

Year of original Release: 1948

Rules:
This is a word based game where points are given to players who create words on the board. There are special areas where if a word crosses it in some way the player will gain points bonuses. Points are given based on the point values of each letter used in a word. The more common a letter is, the fewer points that letter gains. For example, E gains very few points whereas Q gains a lot more. words can also only be placed if it uses at least one letter from another word already on the board (except the first word).

What makes it social:
What isn't social about a game about words? Often arguments or discussions will arise as to whether a word is real or not and the player who made it should get points for using a load of rare letters. Scrabble also helps improve the vocabulary of the people playing as it encourage usage of less common words with less common characters. Talking between players help improve this aspect. People who play for the first time tend to not gain as many points.


Social Games: Logo Board Game

Name: Logo Board Game
Year of Release: 2011
Rules: Players gain points by answering questions correctly relating to the business behind the logos. Questions answered right allow the players to move around the board to centre winners circle.

It's enjoyable to see when a friend doesn't recognise a major business logo, creating excitement as players try to guess franticly as they don't want to seem stupid.

Inspired: Many smartphone apps are a game similar to this, where players gain points fro guesing logos correctly. They also lose points if they guess incorrectly.



The board

Social Games: Jenga

Name:  Jenga
Year of Release: 1983
Rules: First a tower is built in layers made of 3 block put side by side, rotating the direction the blocks face each layer.

The players must pull out one of the blocks on their turn from the tower. The piece taken must be placed on the top of the tower in a similar fashion to how they are placed at the beginning. The player that makes the tower fall loses.                                                               

Defining Features:
This game was unique at the time as it was about balance in a 3D space. Players must be cunning and try to lure the other players into a trap where the tower will collapse on their turn, allowing the craftiest player to win. A good understadning of balance also helps.

Information gathered from http://boardgamegeek.com/boardgame/2452/jenga

Social Board Games: Mouse Trap

Game Name: Mouse Trap
Original Year of Release: 1963
Game Information:
Mouse trap wowed the world with it's Rube Goldberg machine way of capturing mice. The players take the role of mice who must get cheese and escape the board. Set up time for the game was quite long (for me anyway) but the game incites social interaction as excitement occurs between players as they notice the ball start to roll, causing the trap to slowly fall. This excitement causes heated talk between players.



Creating a Timeline of Social Games

To get a better understanding the games profession my group must research the history of Social board and video games. I'm going to try and make some kind of power point presentation with a quick timeline of as many social board games as possible (games that are played with friends). I will go into more detail about 5 specific games and what defines them as social board/video games.

Some of the games I will be looking at are Mouse Trap, Twister, Yahtzee and some other less famous ones. I'll be researching boardgames and physical games and Nigel (the person I'm working with) will be tasked with researching social video games.

The main games I will look into are Mouse Trap, Twister, Yahtzee, Buckaroo, Carcassonne, Logo Board Game, Pictionary, Primordial Soup, Scrabble, Ticket to Ride, Trivial Pursuit, KerPlunk and Jenga.

For the timeline I'll try to mention as many games as possible but as games tend to have multiplayer and so the timeline will have many entries. For example, nearly all board games are social in some way as they are played with others in the same room.

I'll note down the rules of each game and the year it released to allow them to be sorted into a timeline. Here is the format a presentation slide will take:

Name:
Year of Release:
Rules:
Defining Features:

Each slide will be ordered chronologically. Here is an example slide, using Twister:
(http://boardgamegeek.com/boardgame/5894/twister)

Name:                                                               Twister
Year of Release:                                                1966
Rules:                                                                
A large mat is put on the floor and the players follow instructions from a spinner which will land on a colour (Red, Blue, Green or Yellow) and a body part (Left hand or foot, right hand or foot) which tells the player where to place the body part on the mat. The person who falls over or any part of their body other than hands or feet touches the mat loses.
Defining Features:
This game is very social as it forces players to contort around other players to reach different areas. It is a very active game which requires the players to bend in awkward game. It often gives interesting social interactions between players as they have fun and laugh at themselves and other players getting stuck or having to move awkwardly.

I'll do this for each game and will be using websites like boardgamegeek and others which give overviews of the game and the year they were published, to allow atimeline to be created.

Mega Man X

The Mega Man X series is a continuation of the Mega Man series of games in the 22nd century. Being set 100 years after the classic Mega Man games allows a new stories and characters to emerge. One such character is Mega Man X. He is actually Dr Light's (mentioned in the last post) last robot. Mega Man X (X from now on) is discovered by an archaeologist named Dr. Cain who uses him to create Reploids, which are generally robots based off of X with complete free will. Unfortunately, some of these robots become hostile and X must do something about it.


The new design of Mega Man, Dr Light's last robot


The first game was Mega Man X on the Super Nintendo Entertainment System (SNES) in 1993. here is a list of the Mega Man X games in chronological order within the story (the years are when they were first released):
  • Mega Man X (1993)
  • Mega Man Maverick Hunter X (Mega Man X Remake) (2005-2006)
  • Mega Man X2 (1994)
  • Mega Man Extreme
  • Mega Man X3 (1995)
  • Mega Man Extreme 2
  • Mega Man X4 (1997)
  • Mega Man X5
  • Mega Man X6
  • Mega Man X7
  • Mega Man X8 (2004)
  • Mega Man X:Command Mission (Side story set later in the series)
Being on more powerful consoles than the classic Mega Man games, much better graphics were possible for the series and technical feats such as faster gameplay (the screen would now scroll instead of having to wait for the next screen to load each time you leave the edge of the screen) and new abilities and characters.

Zero - A new character added in Mega Man X, originally intended to be the new design for Mega Man, but was too different to be used.




Here is a video by Egoraptor describing the differences between the two series of Games and how generally Mega Man X is an overall improvement and challenges the player.



References:

General information (http://megaman.wikia.com/wiki/Mega_Man_X_(series))

Game features of Mega Man X (http://www.megamanxcorrupted.com/game-features/)

Information on Mega Man Maverick Hunter X  (http://megaman.wikia.com/wiki/Mega_Man_Maverick_Hunter_X)

Sequelitis:Mega Man Classic Vs Mega Man X(http://www.youtube.com/watch?v=8FpigqfcvlM)

Some interesting facts about the Mega Man series (http://didyouknowgaming.com/search/mega+man)

Mega Man: Classic Games

The Mega Man series celebrated its 25th anniversary late last year on 17th December 2012. This anniversary is from the date the first Mega Man game was released on the NES (Nintendo Entertainment System) and Famicom (as 'Rock Man') in Japan.


The Mega Man games are usually 2D platform games which allow the player to use weapons to defeat enemies instead of the traditional jumping on them as seen in another 2D platforming series; Super Mario Bros. Oddly enough, according to Shigeru Miyamoto, the man who helped create most of Nintendo's most iconic series'such as Super Mario and The Ledgend of Zelda, said in a recent interview with Famitsu Magazine that Super Mario Bros/ would have originally had guns, similar to Mega Man. 
Fortunately, the development team realised that with Super Mario Bros. relatively slow moving enemies, using guns would make Mario way to over powered and would take the fun from the game. Because of this change in decision, two great series were able to form.
The games are based heavily around the idea of futuristic robots where almost everything in the games are robots. Each stage in the classic games are named after the boss at the end of them which grant Mega Man a power if he defeats them. To get through the levels the player must run, jump and fire weapons upon the enemies while avoiding projectiles all at the same time. For this reason, Mega Man games have often been said to have been difficult. This also could be also because at the time games were quite short, so to make them last longer developers would make them difficult to make them last longer. Notable examples of this are Battletoads (I know this from personal experience) and Ninja Gaiden.

Here is a timeline of the classic Mega Man games on NES:
  • Mega Man 2 (200X, as shown in the opening. Starts in June 9,[1] one year (and 2 months) after the first game.[2])
  • Mega Man 3 (200X, as shown in the Virtual Console manual. Gamma is stolen in August 28.[1])
  • Mega Man 4 (One year after Mega Man 3, as shown in the NES and Virtual Console manuals.[3])
  • Mega Man 5 (20XX, as shown in the opening. About two months after Mega Man 4.[3])
  • Mega Man 7 (Six months after Mega Man 6, as shown in the opening)


Mega Man games were also set in a futuristic setting, in the early 21st century. A few of the games reference this by saying either that the year is 200X or 20XX. The basic story for these games is that Dr Light and his robots (Mega Man and a girl named Roll) are constantly fighting with an evil Dr Named Dr Wily.


References:
Information on the interview with Miyamoto (http://www.eurogamer.net/articles/2010-10-20-miyamoto-mario-originally-had-a-gun)


Mega Man Timeline and general information (http://megaman.wikia.com/wiki/Mega_Man_(series))





Futurism essay references liat and information

Here is the same list of references on my second draft of my essay entitled "Futurism: The Art Movement that Looked to the Future and Never Looked Back". I'll add some information to each and other types of information that can be found in that source.

The Futurist Manifesto (http://masi.cscs.lsa.umich.edu/~crshalizi/T4PM/futurist-manifesto.html) - This is one of the most important sources of the essay as it reveals, by the words of the founder of Futurism, Marinetti, what the goals and plans for Futurism were. Here are the main 11 points the manifesto referenced on. They all relate to Futurisms relation to admiration of speed, dynamic movement, machinery and violence:

 

"MANIFESTO OF FUTURISM

  1. We want to sing the love of danger, the habit of energy and rashness.
  2. The essential elements of our poetry will be courage, audacity and revolt.
  3. Literature has up to now magnified pensive immobility, ecstasy and slumber. We want to exalt movements of aggression, feverish sleeplessness, the double march, the perilous leap, the slap and the blow with the fist.
  4. We declare that the splendor of the world has been enriched by a new beauty: the beauty of speed. A racing automobile with its bonnet adorned with great tubes like serpents with explosive breath ... a roaring motor car which seems to run on machine-gun fire, is more beautiful than the Victory of Samothrace.
  5. We want to sing the man at the wheel, the ideal axis of which crosses the earth, itself hurled along its orbit.
  6. The poet must spend himself with warmth, glamour and prodigality to increase the enthusiastic fervor of the primordial elements.
  7. Beauty exists only in struggle. There is no masterpiece that has not an aggressive character. Poetry must be a violent assault on the forces of the unknown, to force them to bow before man.
  8. We are on the extreme promontory of the centuries! What is the use of looking behind at the moment when we must open the mysterious shutters of the impossible? Time and Space died yesterday. We are already living in the absolute, since we have already created eternal, omnipresent speed.
  9. We want to glorify war — the only cure for the world — militarism, patriotism, the destructive gesture of the anarchists, the beautiful ideas which kill, and contempt for woman.
  10. We want to demolish museums and libraries, fight morality, feminism and all opportunist and utilitarian cowardice.
  11. We will sing of the great crowds agitated by work, pleasure and revolt; the multi-colored and polyphonic surf of revolutions in modern capitals: the nocturnal vibration of the arsenals and the workshops beneath their violent electric moons: the gluttonous railway stations devouring smoking serpents; factories suspended from the clouds by the thread of their smoke; bridges with the leap of gymnasts flung across the diabolic cutlery of sunny rivers: adventurous steamers sniffing the horizon; great-breasted locomotives, puffing on the rails like enormous steel horses with long tubes for bridle, and the gliding flight of aeroplanes whose propeller sounds like the flapping of a flag and the applause of enthusiastic crowds. "
Image of Manchester Civil Justice Centre used within the essay (http://transitionculture.org/wp-content/uploads/1manchester-civil-justice-centre-dcm3.jpg) - This building is an example of Futurist architechture. I chose it as it is actually very close to where I study Games Design, Futureworks. As soon as you leave the building you can see it and it is a very striking building and shows a lot of Futurisms ideas.


Information on Umberto Boccioni (http://www.britannica.com/EBchecked/topic/70885/Umberto-Boccioni) - Boccioni was a famous artist who joined Futurism after meating its creator, Marinetti.



Historical Design Essay Skeleton Draft


Futurism: The Art Movement that Looked to the future and Never Looked Back

Here are the main points my essay will take:
References will be put at the end of the essay in the actual thing. The references for people are wikipedia for now, but will be changed to appropriate websites when I research more into the people behind Futurism.
- The origins of the movement:
    +Italy 1909, The main creator was Filippo Tommaso Marinetti.
    (http://www.britannica.com/EBchecked/topic/365371/Filippo-Tommaso-Marinetti)
+ Marinetti said the phrase came from his emphasis on discarding what he conceived to be the static and irrelevant art of the past and celebrating change, originality, and innovation in culture and society. (http://www.ibiblio.org/wm/paint/glo/futurism/)
+ He wrote the Futurist Manifesto (http://masi.cscs.lsa.umich.edu/~crshalizi/T4PM/futurist-manifesto.html) which notes down the aspects of the movement.
+ The manifesto was first published on 5th February 1909.
+ Artists Umberto Boccioni, Carlo Carrà, Giacomo Balla, Gino Severini and the composer Luigi Russolo. Joined Martinetti soon after the manifesto was p[ublished a second time on the 20th February 1909.

- What the movement meant:
+ Marinetti hated things which were old and admired new technologies such as cars planes, trains and machinery in general. This was the main influence of futurism.

- Futurist Architechture:
+ Antonio Sant'Elia  was the most famous futurist architect -
Perspective drawing from La Città Nuova, 1914.
+ Futurist Architecture has extra features which seem useless but add to the aesthetic appeal of the building.

- Art movements influenced by Futurism:
+ Art Deco: Futurism forms derived chiefly from Cubism were used to represent rapid movements and dynamic motion; showing hostility to traditional forms of expression (http://www.richeast.org/htwm/artists/AC/artdeco.html)
+ Constructivism: This movement came around the Russian Communist revolution, where radical change was seen as necessary and so, constructivism took some inspiration from futurism to highlight modern life at the time.
+ Surrealism & Dada: Both of these movements came about and were popular at arround the same time as futurism. As these movements had influence over a lot of Europe, it was obvious that these movements would meet and take inspiration from one another. These movements where French, whereas Futurism was Italian, being so close together meant that influence between them must have happened.

- Futurism and controversy:
+ Futurism has had links to fascism.
+ Futurists liked change even if it is violent, such as both world wars which were welcomed by them.

- Modern futurism:
+This is futurism after world war 2.
+ Modern futurism is more of a philosophy than an art movement, suggesting where society should go and how it should evolve. Through violence.
+ An art Exhibit called Futurism 2.0 is based on modern futurism.

Historical Design Essay Plan


Futurism: The Art Movement that Looked to the future and Never Looked Back

Both of the other two art movements I looked at briefly on my blog are directly related to games. As this essay can not be related to games, the only option is the early 1900's futurist movement.

As stated on my blog, I like futurism because of the fact that I like industry. I used to sit in history and think about how boring it was and how it would be more interesting to learn about the future (if that was possible). The way in which futurism disregards most of the past and tries to look towards the future is a good way to live. The only problem is that sometimes you may need to look to the past for the best inspiration. Even researching futurism is looking into the past.

Futurist architecture is great as it throws out all of the old rules of design and decides on what is new and different. The look of the building is a key part of futurist architecture, they look aesthetically pleasing and offer a feeling of industry and effort.

I guess you could say that I like futurism as I share the same admirations it possesses. They are technology such as cars, aeroplanes and other machinery which came around in the early 20th century. It was a good time to be alive in terms of progress, as many things changed in the world in the first half of the century, some for the better, some for the worse.

Futurism is also interesting as it has so much to talk about. For example, according to www.futurism.org/ , futurism is a religion in which scientific endeavours and new technology research are western cultures biggest goals/priorities. Futurism also had links to fascism before world war 2 as it shared some of the same ideals.

Futurism avoided being influenced by the past, and managed to influence other great art movements of the future. These are: Art Deco, Constructivism, Surrealism, Dada, Precisionism, Rayonism and Vorticism.

Key Research areas:
The futurists manifesto – this shows what the first people within the movement thought of it and where the movement started from inside them. What inspired them. From the words of F. T. Marinetti , one of the founders of futurism.

Wikipedia for bare bones information: http://en.wikipedia.org/wiki/Futurism

Information about the religion based on futurism: www.futurism.org/

Futurism 2.0 - A modern look at Futurism: http://www.futurism2-0.com/

Wikipedia page on futurist architecture, my favourite aspect of Futurism:

Pixel Art Mood Board

Here is a pixel art mood board. Being someone who wants to learn how to draw pixel art, I feel that pixel art was an easy choice for one of the mood boards based on art movements.

You may notice physical pieces of art and 3D art here too. These may not be pixel art, but do follow the principles and look very similar to pixel art. They all are made up of "pixels" even in 3D or if made out of what seems to be sticky notes for the Sonic image in the top-left corner.


References
http://www.gameanim.com/images/posts/SonicPixelArt.jpg

http://fc08.deviantart.net/fs40/i/2009/007/e/0/Link__Minish_Cap__pixel_art_by_jaruworks.png

http://thelittlechimpsociety.com/wp-content/uploads/2009/10/3d-pixel-art-voxels_mario-graphic-art-minimalistic-grafische-kunst-450x450.jpg

http://www.deviantart.com/download/143360107/Butron_casttle_pixel_art_by_Chocolerian.jpg

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI_7krMABGw_9AK9vJ-kRZmyW4pwJp6smtRxgzSevS6Y-uWm0zspjFvE07Dw1eLRt0VBel61uWH269ERnFUSPh9Js34J6HlgKxUK8QFU7jeEiidfLchn6Wi74MsJkdVA5Duwcs26z3cN8E/s1600/top5_toejam-and-earl.jpg

http://www.deviantart.com/download/211549283/nyan_cat___minecraft_pixel_art_by_soulsylver-d3hy8gz.png

http://blog.karachicorner.com/wp-content/uploads/2012/03/27pixel-art.jpg

http://minecraft-guides.net/images/guide/pixelart3.jpeg

http://wallpaperstock.net/pixel-art_wallpapers_25442_1280x1024.jpg